Jon Christensen

    Derek Matias
    Weston Green
    Nick Collins
    Kyra Sawyers

New Startup Studio Unveils Trailer For Their First Game, Eidolon

The independent company Ice Water Games have released a trailer for their first video game in development, called Eidolon. According to the studio:

Eidolon is a game about exploring a mysterious landscape and uncovering the stories of the people who lived there once before. It is a game about history, curiosity, interconnectedness, and the slow and inevitable beauty of life.”

“You will be dropped into the dreary and mystical Western Washington circa 2400 c.e. with a bow, fishing rod, and little to guide your way. Awaiting you is a vast landscape filled with wildlife, edible plants, and the historical artefacts of our now-dead culture—journals, newspapers, zines, brochures, transcripts, and more. You must spend your fleeting moments moving through this place, collecting what was left behind, and piecing together what happened to these people, both from a historical perspective and from a much more personal one.”

The small studio hopes to release the exploration title in 2014, for both OSX and PC.

After doing some quick research on the founder of Ice Water Games, Kevin Maxon, I’ve discovered that he has a keen, yet, unique philosophy on storytelling. He wrote an interesting piece on gamasutra about how all games, even the simplest one’s tell a story.

This relation between games and more traditional stories also presents at least one practical approach for the designer: analyze your game from a traditional storytelling perspective! Does your game reliably generate game worlds that feature a slow increase of drama to an exciting climax? What about a satisfying period of resolution? Chess features both of these, its dramatic arc composed of an expanding-then-contracting array of possible decisions, and an increase in the weightiness/significance of these decisions. What sorts of emotions is your game meant to embody, and how does it generate the sorts of ordered events which might embody these emotions? How, for instance, do films create suspense, and how might you write rules for a game which generate the same kinds of ordered events used in films for such a purpose?

Source: Destructoid

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